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Assetto Corsa Competizione v1.8 Update


Assetto Corsa Competizione has been updated to version 1.8. In this multi-page article we are taking a look at the updates to the content, gameplay experience, significant physics updates and the graphics and user unterface.

Kunos Simulazioni has released version 1.8 of Assetto Corsa Competizione. The update is extensive and affects most aspects of your experience playing the SRO simulator.

New content is generally what grabs the attention of sim racers, so this is where we’ll start with our look at the update. The Lamborghini Super Trofeo EVO2 may be joining the sim soon along with the BMW M2 CS, but for now players will need to be content with the BMW M4 GT3. Kunos has been discussing this addition since August but have exceeded their own timeline in bringing it to us.

To complement and integrate the M4 GT3, Kunos has given us the 2021 GT World Challenge Europe season including all liveries and drivers. For those not content to race a single series, Kunos has created a new way to race: Open series. The Open mode allows you to combine various classes of cars, including ST and Porsche Cup with GT3 and GT4.

Another major update affecting gameplay is revised weather logic. Variability now has a greater effect on weather swings and durations.

The changelog pertaining to gameplay and content is below, and look for more coverage of the big 1.8 update here at RaceDepartment.
  • Updated project to Unreal Engine version 4.26.2.
  • Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season (certain entries subject to DLC ownership)
  • Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.
  • Added Open season, merging all game content into a "sandbox" season featuring grid customization.
  • Added opponent grid mixing option to Custom Race Weekend and Quick Race game modes in the Open season.
    • Use the grid mixing sliders to set car group prevalence in the grid.
    • GT3 car group has an additional setting for preferred generation of opponent cars (all, pre-2019 or new-gen).
  • Added Open series championship mode with grid (car groups) and track lineup customization.
  • Fixed multiclass championships not splitting points per car groups.
  • Automatically generated custom cars are now grouped into teams both in single-make custom mode and Open series championship.
  • Reworked driver assignment system to support custom-generated grids and various driver count requirements.
  • Standardized entry and team ID system across the whole game content in support of the Open series grid generation and championship.
  • Removed entry duplication between the 2019 GTWCH and IGT seasons.
  • Fixed potential rule inconsistencies between official sprint and endurance game modes when played via Single Player and Championship.
  • This also fixes inconsistent auto-selection behaviour of the MFD in these sessions depending on game mode.
  • Tweaked AI logic for strategic decisions reacting to weather changes.
  • Fixed a potential issue with AI pitstop status when loading a saved game, causing cars to DNF.
  • Improved weather model: variability (=randomness in MP) now affects the variation and frequency of weather cycles:
    • Higher variability will now produce larger variation and less predictability in the length of individual weather cycles (time between peaks).
    • High variability might produce both fast changes or prolonged weather spells (or both combined) within the same weekend simulation.
    • Low variability will produce more even weather cycles, akin to the pre-update model.
  • Revised certain aspects of weather functions, including standing water formation and dissipation.
  • Revised skewed track limit definitions for Oulton Park that prevented correct gain calculation.
  • Revised pit speeding thresholds that were often too permissive, both on pit entry and pit exit.
  • Fixed invalid lap being eligible for personal and session fastest (purple) lap in race sessions (also in Multiplayer results).
  • Overhaul of track limit warnings on wet track with its own dynamic, gain-based reference system.
  • Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
  • Fixed an issue with the Ferrari 488 GT3 (both versions) that resulted in an inconsistency in pitstop position versus other cars.
  • Replay: revised replay tyre rotation matrix calculation to avoid misalignment between tyres and rim (and reduce disk space). The improvement is backwards-compatible, while newly saved replays should occupy less disk space than before.
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About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Well done on the good work. Far from my favorite sim but efforts I will appreciate. URD car sounds more realistic I must say. Just watch the Sebring test a week ago. Fantastic the devs want the community to enjoy this game for many many years to come.
 
Woah, this is some update. Looking forward to giving this a go to see if the VR implementation has improved, it's certainly been a while since I last booted this up.

EDIT: Errrmmm, yeah. This is not much better, could actually be worse now but I didn't want to linger as my eyes were beginning to bleed and I didn't want to stain my headset. So, enough of this frolicking on ACC insanity beach, time to return to the warm, welcoming sea of other simulators. ;):)
 
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The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
 
The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
Titanic? Ok.
 
Thanks @RD, no patch notes on Steam or linked in the YT Keynote vid.

I find that Keynote vid unwatchable. Nothing against an accent, but with the music playing (which is annoying enough by itself) it's hard to understand. And I'm not going to play a video just to mute it and read subtitles.



Official CSL DD (non-csw-compatability mode) support?
sorry if dumb question, haven't tried this game with it yet
 
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The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
Actually, the sim has improved much since its release. Admittedly, it is not my go-to but it is my "Sunday Drive" sim. The FFB is better than the FFB in iRacing (my "regular" and league sim) and IMO, the best of all the sims I own.

Yes, the lack of any real enforcement on race violations can be frustrating at times, but whenever I go into ACC I can find a race that is usually clean and competitive for my skill level.

You may wanna give it another shot. Before you do, make sure your wheel base is set up for the sim. I have Fanatec hardware and with the options available at the push of a button on my wheel I can go directly to the ACC software set up and the FFB is set up properly for the sim, with great fidelity.

The great thing about the ACC FFB is that I have dedicated two buttons in my button box that enables me to raise or lower the FFB on the fly and get it dialed in for the car I am racing at the time.
 
Open Mode sounds pretty awesome and fixes a glaring omission from the game that was only British GT multi-class. Also, COTA is coming so GT America is definitely on the way. Here's to hoping for GT2.
 
Well done on the good work. Far from my favorite sim but efforts I will appreciate. URD car sounds more realistic I must say. Just watch the Sebring test a week ago. Fantastic the devs want the community to enjoy this game for many many years to come.
Sebring ? where ? On ACC ?
 
NOTE: it is STRONGLY suggested to remove other open-source or third-party implementations of any of the features above (such as via OpenVR etc.)!

OculusVR vs SteamVR (as SVR is supposed to have OpenXR, use the latter?)
 
Ive been trying out DLSS, its making no difference wether its on or off, got latest drivers on my RTX2070 super, what am i doing wrong. FPS exactly the same on or off. I must be doing something wrong right? Have to say also though, that even without changing any settings, game seems to be running at slightly higher FPS and more efficiently, lest CPU stutters
 

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